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Having an issue where the 2D View is exporting with a black fill in the TGA texture alpha area, instead of taking color from the visiblle image and filling/padding with that. Is is possible to get 2D view export with filled color instead of black?I've tried changing the background color in the settings but it didn't help. Nor did making the Environment Opacity solid have an effect. Would like to avoid having the black fill so there's not a black halo around the edge of the visible image in the texture.
Hi so I have it where I'm baking in this weapon i'm working on. Now first I'm using marmoset to help me just do the baking part and I have it where in this one we can see how the low poly look for it.and then when i bake with it high and all it has it where it fix and looks better as shown here.Now here comes my question. I have it where i bake the textures and then I put them all in substance painter but when I do, i get the same issue i got from my low poly before as shown here.So what am i doing wrong. I'm including the texture maps I put in. am i missing something or have something disorganize.
Hello everyone, I have created a wood trimsheet to texture most of my wooden elements in this scene. I created a high poly sculpt in Zbrush and then baked it onto a flat 2k plane in SP. The idea is that the light should be reflected by the sculpted edges, and in turn they should be lighter. However, the result I'm getting is that they are darker and don't reflect any light. I guess this is logical considering that high poly wood beams are aligned on top of one another, and the sculpted edges fall into the dark area. But this is not what I am looking for. If you have an idea, could you provide me with a solution to get my edges ligther instead of darker? Thanks in advance!
I am an "engineering dog", usually using inventor, solidworks and other software to design parts. Recently, I suddenly wanted to use 3D software to create action figures and then 3D print them. I would like to ask which software is more suitable for modeling, and what are some methods for modeling. As a beginner, I usually use 3D scanners for modeling, which is very user-friendly for me. Currently, I am using Miraco 3D scanner , which can basically meet my daily needs. I also want to use it with post-processing software. I would like to ask if Adobe Substance 3D Painter is good to use and if there are any tips for using it.
Should I rebake evrything at certain level of layer stack ? Is there a trick to do it procedurally like in Designer where I can use any node at any part of node flow , not initially baked from mesh only.
Has any had there account switched to Read Only recently. I Just started a new project this morning, when I run Substance 3D Painter in the upper bar it says (Read Only). I am not able to use all the tools and function of the software.
Hellow,I wanted to download a material in order to use it in Substance Painter for one of my project. I have an education student/teacher license thanks to my school, but the library always send this message when I try to download a ressource, and says I need to purchase an abonnement. However, when I accept to get one, it only tall me I already have one, which is the case. I don't really know what's wrong, if someone already had this problem and can help me it would be cool.Cheers
Hello, basically im new to substance painter and i made my first texture ever today but when i export it to roblox it doesnt work (basic gray color)...The problem is, I think "User "MapExporter" The "Opacity" input map used by the "DefaultMaterial_ColorMap" map in the "DefaultMaterial" texture set is not available, because : The "Opacity" channel is missing from your texture set." But where do I find this opacity thing ? Can u guys help me pls ??
Hello.I am currently learning how to use Substance Painter.I have a mesh in Cinema 4D that is subdivided. I took off the subdivision surface in order to bring the base mesh into Substance Painter thinking I would be able to subdivide it there because I would like to paint on it in its final state.The model is appearing it its low res form in SP. How can I see it subdivided?Thank you for your help.Joe.
Hi, I have an issue with the painting on my 3D model. When I paint on the model the stroke is very pixelated no matter how big the UVs are or how high the resolution is. I tried to re cut the UVs with a lot more UDIMS and it kind of worked but it'll make my model way heavier, so i want to know if there's a better way to make the brush look less pixelated without having that much UDIMS. Thanks,
Hi,I am very very new to Substance Painter, so I am probably missing something obvious but I'm totally stuck. After exporting my FBX from Blender, I followed this tutorial to bake all the maps I needed. When I finish baking, I have no controls for HSV, tiling, scale, height, etc. Usually there are some things I can tweak, but now it just shows all these maps and those weird L8 and L16F things . How can I get controls back? I want to add materials and change their scale & hue, and am hoping there's a simple way I can do this. Thanks so much.
it seems that when painting near the edge of a UV island in the 2D UV editor, it's affecting the adjacent area in the 3D space, even though they are not connected in the 2D UV space. Have you come across this before, and if so, do you have any suggestions or solutions to address this issue in Substance Painter?
I have a amd 7900 XT card and I realized in Substance Painter settings I can enable GPU Raytracing and Hardware support acceleration for sparse virtual texture. So I wonder what enable gpu raytracing is doing or is it working in amd gpus? Also when I bake my mesh maps does it use gpu or cpu ? Thanks.
Ive tried on Substance painter 2020 and 2021, and am trying on the most recent version... all of them have had the same issue, I prefer to have all my projects set to "UV Space Neighbor" in "texture set settings" as I don't like not having control over how textures blend between seams, Problem is... all my maps will export fine as if they are and hw they appear on screen... except for normal maps which seem to export out as if 3D Space neighbor was active instead which is honestly infuriating to me. It should export as it appears on screen like all the other maps do should it not? 3D Space neighbor UV Space Neighbor
Hey. I made a smart material to instantiate across texture set as a base for a character i have multiple variations of. The UV map is identically laid out of the base texture on all of these. When I instantiate across texture sets, I run into two issues. 1. I have some information that is only intended for some of the UV map, present on all of it.2. More importantly, i loose all color information. This is for even subsets of this texture. I can do it with other materials that already exist though, so I'm not sure what I'm doing wrong.Any help is appreciated, thanks !
I don't understand what's happening with the UVs in Substance Painter since the last few updates... I am able to select UVs of other parts from the Texture Set List but unable to make them all appear at once in 2D view, why?This is how the UVs are in Maya.Also, I am getting baking issues with this model how do I fix this?
I am trying to export a 2D view. The top is in substance painter’s viewport but when I export the 2D view, I get the bottom picture. I want the 2d texture exactly like in the substance painter viewport (the top image) I’m a beginner and idk much, please explain, I heard you bake the lighting but I have 8 layers and I don’t know what layer to put the baked lighting environment filter on? I have no idea what to do The hat I'm uploading is going on a platform that only accepts 1 image texture and that is the 2D View, that is why I need help with the 2D view texture because I want it to look exactly like how it looks in the viewport of substance painter.
I tried to export all of the textures I have on substance painter and I get this? I'm so confused please help.
is it possible ? for example to color only cavities of a layer ?
Where can I see how Painter filters are made to make my own ?
When I drop a filter to my layer stack it creates a sort of invisiable fill layer with actual filter modifying evrything what's beneath . When I do it on my own fill layer with same path through blending it still override evrything . I want to create a material that color part modifyes whats " beneath" only while still adds height. is it possible somehow?
Since it's -1 to 1 in Painter should I do 32bit sbs and (X2) -1 in designer to get it work same way in Painter?
I'd like to make my own compare mask filter . How can I do layers bellow input in substance designer? is it possible at all or I just need to put layer wITH anchor? ps All I want is adding some blur slider to "bellow"
Due to always a bit of blurry pixel to pixel textures I have to work in double of my target resolution in Painter and then crop and downscale it with affinity photo thanks to its slice based auto export and Lanczos3 resample. But it gets really tiresom quickly. Is there a way to downscale at export in Painter itself ? I weirdly see only max axis dimention . Can it be specified by an exact size ? I hardly ever work on square shaped textures.
I am accustomed to have height saved to color image alpha of png files. Comes from photogrammetry editing process that way. The height is never lost . Now I want to make sbsar that would feed that image to Painter with a switch that would treat alpha as regular alpha or sending it to height channel while using rgb as alpha. How should I name outputs in designer ? Specifically one being regular alpha . Does Painter have some specific rules for alpha naming?
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